Three-Headed Hydra (5e Creature)

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Three-Headed Hydra[edit]

Huge monstrosity, unaligned


Armor Class 15 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 4 (1,100 XP)


Hold Breath. The hydra can hold its breath for 1 hour.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

ACTIONS

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.


A massive, reptilian horror, the three-headed hydra slithers forth from its underwater lair, its three slavering maws gnashing with rows of serrated fangs. Each sinuous neck arches high, the beast's multitude of eyes unblinkingly scanning for prey. Though one head may rest, the other two remain ever vigilant, for this cunning monster never sleeps fully. When battle is joined, the hydra lashes out with its trio of powerful jaws in a relentless assault, its thick scales shrugging off all but the mightiest blows. Should one of its heads be severed, new ones grotesquely regenerate in short order, replacing those lost in a foul mockery of life.

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